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[Feature] Allow translucent rendering of volumes behind meshes #3167
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@sankhesh do you know why translucent polydata write into depth buffer ? vtk-js/Sources/Rendering/OpenGL/ForwardPass/index.js Lines 48 to 79 in c962c49
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To sort order with multiple translucent actors only when picking. It shouldn't be written when the current frame is not a pick frame. See vtk-js/Sources/Rendering/OpenGL/Actor/index.js Lines 155 to 158 in c962c49
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From what I remember, the zbuffer is needed when rendering both volumes and polydatas: A solution is to discard fragments that are completely transparent in the polydata mapper fragment shader during the zbuffer pass |
Motivation
When rendering a mesh, it blocks any volume images behind it. It would be great if meshes could be made transparent so that image data "shows" through them. In the first screenshot you can see some cylinder sources I've added to the scene, which block the volume data behind them. Even when the opacity is turned right down (second image), the volume data is blocked.
Detailed Description
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